void Awake() { gameSettings = new GameSettings(); Application.runInBackground = true; autosaveLocation = Application.persistentDataPath + "/autosave.chart"; viewMode = ViewMode.Chart; editor = ChartEditor.Instance; #if !UNITY_EDITOR workingDirectory = DirectoryHelper.GetMainDirectory(); #else workingDirectory = Application.dataPath; #endif // Bass init string audioInitErr = string.Empty; if (!AudioManager.Init(out audioInitErr)) { editor.errorManager.QueueErrorMessage(audioInitErr); } LoadGameSettings(); Localiser.LocaliseScene(); localEvents = LoadCommonEvents(Path.Combine(CONFIG_FOLDER, "local_events.txt")); globalEvents = LoadCommonEvents(Path.Combine(CONFIG_FOLDER, "global_events.txt")); HintMouseOver.style = hintMouseOverStyle; }
void Awake() { Application.runInBackground = true; largestRes = Screen.resolutions[0]; foreach (Resolution res in Screen.resolutions) { if (res.width > largestRes.width) { largestRes = res; } } autosaveLocation = Application.persistentDataPath + "/autosave.chart"; viewMode = ViewMode.Chart; editor = ChartEditor.Instance; #if !UNITY_EDITOR workingDirectory = DirectoryHelper.GetMainDirectory(); #else workingDirectory = Application.dataPath; #endif // Bass init string audioInitErr = string.Empty; if (!AudioManager.Init(out audioInitErr)) { editor.errorManager.QueueErrorMessage(audioInitErr); } LoadGameSettings(); Localiser.LocaliseScene(); localEvents = LoadCommonEvents("local_events.txt"); globalEvents = LoadCommonEvents("global_events.txt"); InputField[] allInputFields = Resources.FindObjectsOfTypeAll <InputField>(); foreach (InputField inputField in allInputFields) { inputField.gameObject.AddComponent <InputFieldDoubleClick>(); } HintMouseOver.style = hintMouseOverStyle; }
void Close(bool rebindSuccess) { this.device = null; if (!rebindSuccess && rebinder != null) { rebinder.RevertMapBeingRebound(); } rebinder = null; gameObject.SetActive(false); rebindCompleteEvent.Fire(); if (ChartEditor.Instance) { ChartEditor.Instance.uiServices.SetPopupBlockingEnabled(false); } Localiser.LocaliseScene(); }